Extended node renames function to also rename script instance node path properties and fixed animation rename bug perform_node_renames function now also checks for any script instance with node paths so they also get renamed to point to new paths. This also fixes a bug with animation player renaming where two nodes had the same name.

This commit is contained in:
Nikodem Lokatelj 2018-03-23 10:44:39 +01:00
parent 5f0ea4ddcf
commit 6eac0f6817

View file

@ -903,9 +903,6 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
if (!r_rem_anims)
r_rem_anims = &rem_anims;
if (!bool(EDITOR_DEF("editors/animation/autorename_animation_tracks", true)))
return;
if (!p_base) {
p_base = edited_scene;
@ -914,7 +911,48 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
if (!p_base)
return;
if (Object::cast_to<AnimationPlayer>(p_base)) {
// Renaming node paths used in script instances
if (p_base->get_script_instance()) {
ScriptInstance *si = p_base->get_script_instance();
if (si) {
List<PropertyInfo> properties;
si->get_property_list(&properties);
for (List<PropertyInfo>::Element *E = properties.front(); E; E = E->next()) {
String propertyname = E->get().name;
Variant p = p_base->get(propertyname);
if (p.get_type() == Variant::NODE_PATH) {
// Goes through all paths to check if its matching
for (List<Pair<NodePath, NodePath> >::Element *E = p_renames->front(); E; E = E->next()) {
NodePath root_path = p_base->get_path();
NodePath rel_path_old = root_path.rel_path_to(E->get().first);
NodePath rel_path_new = root_path.rel_path_to(E->get().second);
// if old path detected, then it needs to be replaced with the new one
if (p == rel_path_old) {
editor_data->get_undo_redo().add_do_property(p_base, propertyname, rel_path_new);
editor_data->get_undo_redo().add_undo_property(p_base, propertyname, rel_path_old);
p_base->set(propertyname, rel_path_new);
break;
}
}
}
}
}
}
bool autorename_animation_tracks = bool(EDITOR_DEF("editors/animation/autorename_animation_tracks", true));
if (autorename_animation_tracks && Object::cast_to<AnimationPlayer>(p_base)) {
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_base);
List<StringName> anims;
@ -1145,7 +1183,30 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
editor_data->get_undo_redo().add_do_method(new_parent, "move_child", node, p_position_in_parent + inc);
ScriptEditorDebugger *sed = ScriptEditor::get_singleton()->get_debugger();
String old_name = former_names[ni];
String new_name = new_parent->validate_child_name(node);
// name was modified, fix the path renames
if (old_name.casecmp_to(new_name) != 0) {
// Fix the to name to have the new name
NodePath old_new_name = path_renames[ni].second;
NodePath new_path;
Vector<StringName> unfixed_new_names = old_new_name.get_names();
Vector<StringName> fixed_new_names;
// Get last name and replace with fixed new name
for (int a = 0; a < (unfixed_new_names.size() - 1); a++) {
fixed_new_names.push_back(unfixed_new_names[a]);
}
fixed_new_names.push_back(new_name);
NodePath fixed_node_path = NodePath(fixed_new_names, true);
path_renames[ni].second = fixed_node_path;
}
editor_data->get_undo_redo().add_do_method(sed, "live_debug_reparent_node", edited_scene->get_path_to(node), edited_scene->get_path_to(new_parent), new_name, -1);
editor_data->get_undo_redo().add_undo_method(sed, "live_debug_reparent_node", NodePath(String(edited_scene->get_path_to(new_parent)) + "/" + new_name), edited_scene->get_path_to(node->get_parent()), node->get_name(), node->get_index());